Gargantuan Monstrosity (Titan), Lawful Neutral
AC 21    Initiative +14 (24)
HP 565 (30d20 + 250)
Speed 60 ft., Burrow 60 ft.
Mod Save
STR 30 +10 +17
DEX 11 +0 +7
CON 26 +8 +15
Mod Save
INT 18 +4 +4
WIS 22 +6 +13
CHA 20 +5 +5
Skills Perception +13
Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Frightened, Grappled, Paralyzed, Poisoned, Restrained
Senses Tremorsense 500ft, Truesight 100 ft.; Passive Perception 24
Languages Telepathy 120 ft. Understands Druidic and Primordial but cannot speak
CR 23 (XP 50,000, or 62,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If the behemoth fails a saving throw, it can choose to succeed instead.

Siege Monster. The behemoth deals double damage to objects and structures.

Nature Walker: The behemoth is able to pass through flora both natural or magical without disrupting it or being inhibited by it. 

Actions

Multiattack. The Behemoth makes 2 gore attacks and uses charge or quaking earth. 

Gore: Melee Attack Roll: +18, reach 20 ft. Hit: 32 (4d10 + 10) piercing damage. If the target is a Huge or smaller creature and the behemoth move 15+ feet straight toward it immediately before the hit, the target has the prone condition.

Charge: Move up to half the behemoth's movement speed without provoking opportunity attacks and leaves difficult terrain where it traveled. Tramples any creature within the path or the charge.

Quaking Earth: Strength Saving Throw: DC 23, each creature in a 60ft radius centered  around the creature, Failure:  (10d8) Bludgeoning damage and creatures huge or smaller are knocked prone. Success: Half damage only.

Bonus Actions

Trample. Dexterity Saving Throw: DC 25, one creature that is within 20ft and is prone.  Failure 43(6d10 + 10) Bludgeoning damage. Success: Half damage. 

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the kraken can expend a use to take one of the following actions. The kraken regains all expended uses at the start of each of its turns.

Running Wild: The behemoth uses charge. 

One with nature: The lands themselves move to aid tier protector. The behemoth utilizes the spell Wall of Thorns

 

Description

The behemoth is a warden for the untamed lands of the world, they are beings that are defenders of nature that will trample all that dare to trespass onto their protected territory. These truly titanic monsters are able to pass trough their protected lands seamlessly and are able to communicate with the denizens under their care. Behemoths appear to be similar to mammoths but increased to be 100ft tall and 200ft long with tusks that extend 30ft. Their hide is a enhanced by their age and the vitality that courses through their entire beings.  

Lair and Lair Actions

The behemoths lair is the place in which they call tier home and rest from their journeys throughout the wilds. This is typically the oldest portions of titanic forests in which the behemoth rests in a verdant glade. This could also be a place of the most outstanding natural beauty that the behemoth protects above all else like a cerulean pond or a field of enchanting mythical flowers. 

Habitat: Forest

Twinhudson

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